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Illarion dedicated Roleplay MMO

Started by Dungabar Sep 18, 2025 at 4:47 PM 1 replies 1.2k views
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Dungabar
Dungabar

Alright, so picture this: You know how most MMOs slap "RP server" as an afterthought? Like, here's your sword, go stab dragons, oh and I guess you can emote at people sometimes.

Enter: Illarion.

This ain't that.

Illarion's built from the ground up for roleplayers.

Wanna run a tavern? The game gives you brewing mechanics.

Player-Driven Everything: Laws? Enforced by players. Wars? Sparked by IC betrayals, not NPC quest givers.

PvP? Exists, but its rare.

Oh, and the best part? Completely Free

If you ever dreamed of MMO where the politics feel real and the tavern chatter matters… Illarions your jam.

(Side note: Devs are all hardcore RPers. They banned "meta-gaming" as a ToS violation.)

RmbRT
RmbRT

I'd be interested to hear more about active measures you want to take for the game design and mechanics that will facilitate role play. I thought about the subject extensively, and the best I could come up with was to give “titles” to players based on behaviour, which can be stacked up or increased, which affect the gameplay. For example a pacifist + religious route opens up a certain path for the player, while maybe religion & bandit hunting or fighting against demonic forces gives you the paladin route. Or you rob people and get the bandit title, and maybe you can become the bandit leader of the local lowlifes. Or you can become a regional powerhouse of the underworld, etc. Or you become part of the people who hunt outlaws. Or you become a merchant and level up your trader title. Or you become a smuggler who deals with contraband.

And the world has to also react properly to the things that happen. If I kill all the caravans, people become poor, afraid of going outside the towns, security will be increased, maybe law enforcement squads will be dispatched, and merchants will also hire a lot more guards for their caravans, or travel in bigger groups.

Walk with God.

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